Innovation Challenges

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Enhancing Home Exercise Experience with Digital Content (closed)

E3 Sports
This challenge has closed.
Owner: E3 Sports
Tags: Digital health, Exercise, Digital avatars, Real-time data, Behavioural science, Gamification, Social psychology, Mobile devices
Audience: Students, Researchers, Start-Ups, Businesses, Subject Matter Experts, Other
Anticipated Funding: SGD 20,000
Applications close: February 14, 2020
Last Updated: February 16, 2020 9:56 PM
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The Challenge

E3 Sports is a diversified management, entertainment and education enterprise that specialises in training and capability development in the sporting lifestyle industry. They offer individuals and companies the opportunity to grow and develop their capabilities, and be part of a larger health and sporting movement in Singapore and Asia. 

E3 Sports wants to deliver an enhanced exercise digital experience to individuals exercising at home by themselves. They are exploring the creation of digital avatars that function as a customisable, skinnable virtual trainer who can lead people through an exercise session at home. The same solution could also be used by individuals at a gym or in public group exercises where a trainer is not present. 

E3 Sports are looking for:

  • A prototype solution that can deliver a highly engaging exercise experience using digital avatars for individual exercise sessions, at home or without the presence of physical trainer. The solution needs to:
    • Deliver our exercise training content (led by our digital avatar trainers) in a compelling and immersive way within the home, most likely through an app-driven experience.
      • Capture real-time data about the user’s exercise performance (for example, through heart rate, video image recognition or other sensing) and use that data to provide feedback to the user, in the form of encouragement or motivation.
      • Promote a social experience with other users on the platform, to simulate the benefits of a group session (social interaction and accountability to peers).
      • Use techniques from behavioural science, gamification and social psychology to enhance the effectiveness of the exercise experience.
      • Recommend the back-end infrastructure needed to deliver the solution (to house the content, deliver it to the home, and provide the compelling experience).
  • The solution should preferably be delivered without the need for additional equipment, suggesting the use of digital mobile devices such as mobile phones, tablets, Smart TVs. The intent is to deliver an interactive and motivational experience.

There are no restrictions on the geographic location of the problem solvers who may choose to apply to this challenge. However, the prototype needs to be demonstrated in Singapore.

Please note to view details of this challenge, you will be required to create an online profile - please refer to the website for further details.

Eligibility Criteria

For complete details on the eligibility criteria that govern Enhancing Home Exercise Experience with Digital Content please refer to the website.

Terms and Conditions

For complete details on the term and conditions that govern Enhancing Home Exercise Experience with Digital Content please refer to the website.

How to Apply

To submit an application to Enhancing Home Exercise Experience with Digital Content please refer to the website.

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